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[Request] Battle Scene Movement Mod

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Movement Mod for Animated Sprite Battle
August 4,2010



Summary
A simple mod to add to an animated sprite battle system (I use YEM) The purpose is to make a dynamic battle system with movement and some tactics, but not as involved as a full TBS. Also this takes place in the Battle Scene and not on the map.

Features Desired
  • Limited Movement based on character AGI OR a new MOV stat (Inputable for actors in script, enemies in noteboxes) - if target is too far away, you move and stop.
  • Move Battle Command - The ability to tactically position the character simply by moving. If using ATB or CTB this does not take a full action unless move limit is reached.
  • Control Moveable Area on battle background (So you can't walk on "walls" or "sky") - compatible with background switchers and resize scripts - assign dimensions to the called image?
  • Enemy AI target function (set in notebox): Attack Closest, Attack Farthest, Attack Strongest (HP), Attack Weakest (HP)
  • Range Item/Skill tag (Sets it so that the item or skill can be used at range) - When using this tag, if the user is too close to the target, will automatically take a step back.
  • ~ When hit, the target will automatically turn to face the one that hit it. Adding an option that increases damage done from behind by a definable percent would also be nice. It would also be nice if this can be defined by Actor Class.
  • ~ Encounter Types controlled by variable: (Scramble): Have all combatants start at random locations in battle field. (Face off): Two combatant teams start at default ends of the field. (Surprise!) The Enemy Team starts facing the Actor Team's back and moves immediately. (Preemptive Strike): The Actor Team starts facing the Enemy team's back and moves immediately. (Pincer): The Actor Team starts on both sides of the enemy. (Surrounded): The Enemy Team starts on both sides of the Actors.
  • ~ Move Effect skills:
    • <halt> place in skill, or state to make a skill that prevents the target from making a move. Can still Act if has ranged or target is next to it.
    • <grounded> place in skill, or state to make a skill that prevents the target from being moved. Can still make move actions.
    • <push x> place in skill (item?) pushes the target away from the user x spaces. No x means push until something is hit. (Possibly have damage done to all hit targets?)
    • <pull x> place in skill (item?) pulls target towards user x spaces. No x means pull all the way to user.
    [li]NEW! Range Limitation: Able to define a difference in range of different items (like some equipment/spells have more range than others.) so <range 3> or <range 5> limits the range. Otherwise the "range" trait is unlimited. (suggested by Venima)

Mockups
No mockup.

Games its been in



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« Last Edit: September 09, 2010, 06:33:35 PM by Terra-chan »

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Where did you search?

Man, that's old...

As for the request itself it looks pretty easy to do, but would require to add a battlefield and it's properties for movement (Probably a color passage image if pixel movement) and edit the sprites to allow movement to any point.

I will try to make it compatible with my own base for movement in battle tonight and see how that goes.

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I mentioned the concept to Wij weeks ago and he said the same thing. :3 I was only speculating on it then but recently SLP wanted more dynamics for combat, so I figured I should request this ^_^

~My Projects~

~ VocaloidVX ~ Second Life Project ~
~ RPG Maker Collective ~
To support this forum, it's the first place that will gets posted some updates of mine, check it out ^_~

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Added in some more options from someone on RMVX being interested in the same sort of script.

~My Projects~

~ VocaloidVX ~ Second Life Project ~
~ RPG Maker Collective ~
To support this forum, it's the first place that will gets posted some updates of mine, check it out ^_~

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New feature added!

~My Projects~

~ VocaloidVX ~ Second Life Project ~
~ RPG Maker Collective ~
To support this forum, it's the first place that will gets posted some updates of mine, check it out ^_~

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Oopsidaisy.

I'm open to other people offering input on this too. Like ideas of things you think it should have.

~My Projects~

~ VocaloidVX ~ Second Life Project ~
~ RPG Maker Collective ~
To support this forum, it's the first place that will gets posted some updates of mine, check it out ^_~

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Is this request still open? I might try it if I have the time. Doesn't sound too hard, but I've never worked with Melody before so idk.


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Still open. No one seems to be working on it at all. If you do want to work on it, it would be nice to get updates, since I know it's rather complex to compensate for Melody's diversity. This script is not a top priority for us, it's just a nice added bonus for our project.

My other request is a bit more important to us, but we're overall rather laid back.

~My Projects~

~ VocaloidVX ~ Second Life Project ~
~ RPG Maker Collective ~
To support this forum, it's the first place that will gets posted some updates of mine, check it out ^_~

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Rep:
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~Crazy Lazy Workaholic~
Added a new suggestion that was provided me on RMVX.

~My Projects~

~ VocaloidVX ~ Second Life Project ~
~ RPG Maker Collective ~
To support this forum, it's the first place that will gets posted some updates of mine, check it out ^_~

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~Crazy Lazy Workaholic~
Cozziekuns has resigned from working on this project, so no one is working on it anymore. If someone else would like to take up the challenge, it would be appreciated.

~My Projects~

~ VocaloidVX ~ Second Life Project ~
~ RPG Maker Collective ~
To support this forum, it's the first place that will gets posted some updates of mine, check it out ^_~